Snatcher – A short burst of Tension released from the Shards stuns briefly and disarms your opponent, pulling their weapon towards you

Shadow Avoid – Enter in resonance with your Tension Shards and avoid all incoming attacks for a short duration. Enemies hitting your Shadow will be slowed down for 2s

You’ll be able to buy these new powers in the Essence Shop once your Gleam Level is high enough.

Schools

Absolvers who have reached the Disciple rank in a school (or who are Mentors of their own) can participate in School Challenges, by equipping all their School Content before heading to 1v1 Combat Trials. All wins representing one’s school count in the School challenges, with individual and collective performances of the schools bringing rewards every three weeks, at the end of the season.

For the occasion, the overall UI of the School system was revisited and we hope you’ll like it!

New Gear

Here are the names of the new sets you’ll be able to purchase from the Essence Shop.

Sets

Karshi Leader

Tear Tyrant

Tear Commander

Forest Healer

Adalian Carpenter

Essence Prospector

Guide Scholar

Guide Witness

Weapons

Tear Tyrant Sword

Witness Sword

Scholar Sword

Arcell’s Sword

Carpenter Wargloves

Prospector Wargloves

Gleam Crystal Wargloves

Our Mask Design Contest Winner, Ripan Assassin Mask will be available in this patch too :)

New Emotes and Intros

Emotes

Confused

Mia Dance

Make it rain

Rock

Paper

Scissors

Intros

Backstrike

Warmup

Leghold

Duelstart

AI rework

All AIs in game have been reworked, so the changes detailed below will also impact the original NPCs and Bosses in the World!

Non exhaustive list of changes:

AIs fighting behaviours have been improved

AIs can now use Powers, they can also use Stagger and Faejin combat styles

AIs’ movements outside of combat have been improved: they can now use drop-downs and won’t try to attack players above them anymore

Misc

New loading screen!

Reward Screens have been updated in both 1v1 and 3v3

AIs’ health gauge color feedback its difficulty

Players can now toggle “Switch target on attack” in gameplay options.

Resilience mechanic has been added. Player will not be interrupted by an attack if his Resilience Level is superior or equal to the attack power level.

Attack power level is displayed in the attack details panel.

New ways to earn fragments :

Dropped by AIs in the open world

Earnt in rift coins & disks

Debug

Combat

Revive has been reworked and the issue below shouldn’t appear anymore:

Reviving player should not become stuck if the revived or reviving player disconnects or is interrupted by hit.

A bug where you could skip a part of the Absorb to attack faster was fixed

Advantage frames had an overall debug to improve consistency

Guarding should be more reactive to player’s inputs

We also worked on the parried animation to improve the visual feedback indicating the timing when the player can launch an attack after

Quadrants overall usability has been improved: we put a lot of efforts into making the changing quadrant feature more intuitive and reliable

A lot of involuntary quadrant changes have been fixed, for example when the player was hit by an enemy, or when the player was not moving while the enemy moved around him

Character’s position is less misleading in specific situations

Front-left stance is now forced on all situations when changing target (except when you’re attacking or using a special ability at the same time)

Fixed various issues with stamina

Fixed the bug where the stamina could get stuck at 0

Fixed the bug where the stamina bonus could be gotten before spending stamina

Avoid: There are two states with the Avoid Special Ability

When avoiding at the right timing, and a “Ghost” of yourself appear, you made a successful avoid, have a Stamina refill and your opponent cannot goldlink

When avoiding at the wrong timing, it can happen that you still don’t get hit by the attack but if the ghost isn’t here, the special ability is not considered as successful, no stamina refill happen and your opponent can goldlink

Weapons: When dropping your weapon during a fall, the weapon won’t stay floating in the air anymore. It will either fall on the ground, or go back to the last “walking position” of the player if the ground is too far away

Parry: Feint into parry bug has been fixed. When feinting and quickly parrying, the parry was sometimes made in the wrong direction.

Shards: Shards sometimes not refilling when sheathing weapon bug is now fixed.

Other

Overall navigation in the map improved: no more assets missing lights, better collisions

Character illumination is now better managed, visibility is thus improved in low luminosity areas (like the night 1v1 maps)

Improved overall stability for both the World and Combat Trials (crashes on some specific PC configurations, infinite loading screens)

Text typos were fixed

The character won’t be changing skin color randomly anymore

Remapping menu

Fixed a bug where the player couldn’t access the Social Wheel after changing its input

Players can now switch the bindings to both Analog Sticks on controller

Fixed a bug where the Wargloves wouldn’t be displayed correctly in the Essence menu